QUICK BUILD: You can make a Bloodletter quickly by following these suggestions. First, Constitution should be your highest ability score. Your next-highest score should be Strength if you plan to take the Animus Path, or Wisdom if you plan to take the Benevolent Path.
HIT POINTS: 1d12 per Bloodletter level
HIT POINTS AT LEVEL 1: 1d12 + Constitution modifier
HIT POINTS AT HIGHER LEVELS: 1d12 (or 7) + your Constitution modifier per Bloodletter level after 1st
PROFICIENCIES
Armor: All Armor Weapons: 2 Handed Weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Medicine, Perception, Intimidation, Nature, or Survival
EQUIPMENT
Any 2 handed weapon or a 2 handed ranged weapon (20 arrows/bolts)
Chain Mail or Leather Armor
An Explorer’s Pack or Dungeoneer’s Pack
1) CRUX: Your vampiric ancestry gives you great power at a cost.
Sunlight Sensitivity
You cannot gain temporary HP
Darkvision 30ft
+1 to AC while wearing armor
1) BLOOD MENDING: Heals you receive from spells and abilities are stronger. Increased by half your Bloodletter lvl rounded up(minimum of 1).
2) SIPHON: You have tapped into your ancestral lineage allowing you to draw life from your surroundings. As a bonus action you can reap the blood of those you have injured with a weapon this turn, within 20ft.
Each creature must make a Constitution saving throw of 8 plus your Constitution modifier plus your proficiency bonus.
Damage: Siphon die plus your Wisdom modifier of Necrotic damage
Success: Creature takes half damage, you gain 1 Reservoir instead
Failed: Creature takes full damage and you gain one Blood Reservoir per inflicted wound
2) HALE: You have learned to manipulate the blood you have siphoned. As an action, you can expend one Blood Reservoir to pull a single creature you can see within 20 ft.
Creature must succeed a, DC 8 plus your Wisdom modifier plus your Proficiency bonus, Strength saving throw or be pulled 10 ft toward you
Failed saves take a Siphon die plus your Wisdom modifier of necrotic damage and are pulled 10 ft towards you
Successful saves take half damage and are not pulled
2) DECAY: When you take rests you lose all remaining Blood Reservoirs
3) SCION: You have resistance to Necrotic damage, and your Hit Point maximum cannot be reduced
7) BLOOD BASTION: You can expend two Blood Reservoir as a reaction to shield yourself from damage. Once you use this feature, you cannot use it again until you finish a long rest
Damage reduced by half rounded down
9) SURGE : You can expend two Blood Reservoir, as an action to send out a wave of blood shards 5ft around you.
Every creature within 5ft of you must make a, DC 8 plus your Wisdom modifier plus your Proficiency bonus, Dexterity saving throw
Failed saves take Siphon die plus Wisdom modifier of piercing damage
Successful saves take half damage
13) BLOOD BASTION II: You can use Blood Bastion an addition time, allowing two uses per long rest
15) HALE II: Increases the damage done by Hale. Damage is increased to 2 Siphon die plus your Wisdom modifier
17) MORTEM: At 17th level, you have grown accustomed to the touch of death, you are immune to Necrotic damage.
18) BLOOD BASTION III: You can use Blood Bastion an addition time, allowing three uses per long rest
20) BLOOD SAGE: You’ve mastered the manipulation of blood and have learned to bend it to your will. Your Constitution and Wisdom scores increase by 4. Your maximum for those scores is now 24.
SUBCLASS: BENEVOLENT
3) SUSTAIN: At 3rd level, as a bonus action, you can expend two Blood Reservoirs to heal a creature of your choice within 20 ft.
Healing is 1d8 plus Wisdom modifier
6) ESSENCE: At 6th level, you have learned to manipulate the blood of others allowing you to stabilize a fallen ally or restore life to them. You gain Respite and Marrow. Respite allows you to stabilize a fallen ally for no cost. Marrow allows you to bring a fallen ally back to life once per short rest by spending three Blood Reservoirs and HP equal to your Bloodletter level.
RESPITE(Spare the Dying), MARROW (Revivify)
10) RENDER: At 10th level, as a reaction, you can extend your Blood Bastion to protect an ally instead of yourself. This feature can be used so long as you have charges of Blood Bastion to expend.
Your Blood Bastion pool is increased by 1 when you gain this feature
14) SUSTAIN II: At 14th level, you can now cast Sustain on one addition creature of your choice.
SUBCLASS: ANIMUS
3) ICHOR: At 3rd level, as a bonus action, you have learned to imbue your weapon with the blood of your ancestors. You can expend one Blood Reservoir to enhance your weapon for one hour. Your weapon is considered magical for the purpose of overcoming resistance and immunities to non magical attacks and damage
6) BALK: At 6th level, passive, any creatures that you damage with Blood Reservoir spending attacks are unable to make opportunity attacks against you this turn
10) ICHOR II: At 10th level, the blood of your ancestors has grown, and you are able to enhance your weapon further. Your weapon is now considered a +1 to hit and damage as well as magical for the purpose of overcoming resistance and immunities to non magical attacks and damage
14) DREAD:At 14th level, as a bonus action you can use 3 Blood Reservoirs to teleport to an unoccupied space you can see within 20 ft. One creature of your choice within 10 ft after you teleport must succeed on a, DC 8 plus your Wisdom modifier plus your Proficiency bonus, Wisdom saving throw or be frightened for 1 minute. On a failed save, the creature is feared and can attempt the saving throw again at the beginning of its turn.
This class has been tested and seems relatively balanced. Though, I'm sure it could use further testing, it is playable.
Damage ranges about as much as a barbarian early. The class is meant to deal and take damage. Animus gives the base attacks more, while Benevolent gives more towards the Blood Reservoir abilities, score placement can effect this as well.
Downside, it does seem a bit strong because of the 2 handed weapon. Siphons rely on you hitting things, if you miss, no siphon. Some creatures with a higher Constitution make it harder to get the full siphon, but you're guaranteed to get 1 Reservoir if they succeed the saving throw.
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BLOODLETTER
Level
Proficiency
Bonus
Features
Blood Reservoirs
Siphon Die
1
+2
Blood Mending, Crux
-
-
2
+2
Siphon, Hale, Decay
3
1d4
3
+2
Sanguine Path, Scion
3
1d4
4
+2
Ability score improvement
3
1d4
5
+3
Extra attack
4
1d6
6
+3
Path Feature
4
1d6
7
+3
Blood Bastion
4
1d6
8
+3
Ability score improvement
4
1d6
9
+4
Surge
4
1d8
10
+4
Path Feature
4
1d8
11
+4
Extra attack (2)
5
1d8
12
+4
Ability score improvement
5
1d8
13
+5
Blood Bastion (2)
5
1d10
14
+5
Path Feature
5
1d10
15
+5
Hale (2)
5
1d10
16
+5
Ability score improvement
6
1d10
17
+6
Mortem
6
1d12
18
+6
Blood Bastion (3)
6
1d12
19
+6
Ability score improvement
6
1d12
20
+6
Blood Sage
6
1d12
QUICK BUILD: You can make a Bloodletter quickly by following these suggestions. First, Constitution should be your highest ability score. Your next-highest score should be Strength if you plan to take the Animus Path, or Wisdom if you plan to take the Benevolent Path.
HIT POINTS: 1d12 per Bloodletter level
HIT POINTS AT LEVEL 1: 1d12 + Constitution modifier
HIT POINTS AT HIGHER LEVELS: 1d12 (or 7) + your Constitution modifier per Bloodletter level after 1st
PROFICIENCIES
Armor: All Armor
Weapons: 2 Handed Weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Medicine, Perception, Intimidation, Nature, or Survival
EQUIPMENT
Any 2 handed weapon or a 2 handed ranged weapon (20 arrows/bolts)
Chain Mail or Leather Armor
An Explorer’s Pack or Dungeoneer’s Pack
1) CRUX: Your vampiric ancestry gives you great power at a cost.
1) BLOOD MENDING: Heals you receive from spells and abilities are stronger. Increased by half your Bloodletter lvl rounded up(minimum of 1).
2) SIPHON: You have tapped into your ancestral lineage allowing you to draw life from your surroundings. As a bonus action you can reap the blood of those you have injured with a weapon this turn, within 20ft.
2) HALE: You have learned to manipulate the blood you have siphoned. As an action, you can expend one Blood Reservoir to pull a single creature you can see within 20 ft.
2) DECAY: When you take rests you lose all remaining Blood Reservoirs
3) SCION: You have resistance to Necrotic damage, and your Hit Point maximum cannot be reduced
7) BLOOD BASTION: You can expend two Blood Reservoir as a reaction to shield yourself from damage. Once you use this feature, you cannot use it again until you finish a long rest
9) SURGE : You can expend two Blood Reservoir, as an action to send out a wave of blood shards 5ft around you.
13) BLOOD BASTION II: You can use Blood Bastion an addition time, allowing two uses per long rest
15) HALE II: Increases the damage done by Hale. Damage is increased to 2 Siphon die plus your Wisdom modifier
17) MORTEM: At 17th level, you have grown accustomed to the touch of death, you are immune to Necrotic damage.
18) BLOOD BASTION III: You can use Blood Bastion an addition time, allowing three uses per long rest
20) BLOOD SAGE: You’ve mastered the manipulation of blood and have learned to bend it to your will. Your Constitution and Wisdom scores increase by 4. Your maximum for those scores is now 24.
SUBCLASS: BENEVOLENT
3) SUSTAIN: At 3rd level, as a bonus action, you can expend two Blood Reservoirs to heal a creature of your choice within 20 ft.
6) ESSENCE: At 6th level, you have learned to manipulate the blood of others allowing you to stabilize a fallen ally or restore life to them. You gain Respite and Marrow. Respite allows you to stabilize a fallen ally for no cost. Marrow allows you to bring a fallen ally back to life once per short rest by spending three Blood Reservoirs and HP equal to your Bloodletter level.
RESPITE(Spare the Dying), MARROW (Revivify)
10) RENDER: At 10th level, as a reaction, you can extend your Blood Bastion to protect an ally instead of yourself. This feature can be used so long as you have charges of Blood Bastion to expend.
14) SUSTAIN II: At 14th level, you can now cast Sustain on one addition creature of your choice.
SUBCLASS: ANIMUS
3) ICHOR: At 3rd level, as a bonus action, you have learned to imbue your weapon with the blood of your ancestors. You can expend one Blood Reservoir to enhance your weapon for one hour. Your weapon is considered magical for the purpose of overcoming resistance and immunities to non magical attacks and damage
6) BALK: At 6th level, passive, any creatures that you damage with Blood Reservoir spending attacks are unable to make opportunity attacks against you this turn
10) ICHOR II: At 10th level, the blood of your ancestors has grown, and you are able to enhance your weapon further. Your weapon is now considered a +1 to hit and damage as well as magical for the purpose of overcoming resistance and immunities to non magical attacks and damage
14) DREAD:At 14th level, as a bonus action you can use 3 Blood Reservoirs to teleport to an unoccupied space you can see within 20 ft. One creature of your choice within 10 ft after you teleport must succeed on a, DC 8 plus your Wisdom modifier plus your Proficiency bonus, Wisdom saving throw or be frightened for 1 minute. On a failed save, the creature is feared and can attempt the saving throw again at the beginning of its turn.
This class has been tested and seems relatively balanced. Though, I'm sure it could use further testing, it is playable.
Damage ranges about as much as a barbarian early. The class is meant to deal and take damage. Animus gives the base attacks more, while Benevolent gives more towards the Blood Reservoir abilities, score placement can effect this as well.
Downside, it does seem a bit strong because of the 2 handed weapon. Siphons rely on you hitting things, if you miss, no siphon. Some creatures with a higher Constitution make it harder to get the full siphon, but you're guaranteed to get 1 Reservoir if they succeed the saving throw.